Apparently people can do !propmenu <path/to/prop.*> and turn into the prop, regardless of the propmenu is set to admin only.

To reiterate:

ph_propmenu -1 means no players can use the propmenu command
ph_propmenu 0 means players with the kick permission or the propmenu override can use the propmenu command. Giving a propmenu override of "" will allow all players to use it, so don't do that.
ph_propmenu 1 means all players can use the propmenu command

I just tested ph_propmenu 0 on my server with a propmenu override of "b". My test account had the "a" permission only. It didn't have access to !propmenu. My regular account had the "z" permission and did have access to !propmenu.

When I change my test accounts permission to "b" it has access to !propmenu.

After testing, I did check in a small change to the code, but that was just to add some optional parentheses for clarity.

To be honest, I may change it later to disallow specifying props on the actual command, since it allows you to use arbitrary props not used with Prop Hunt.

1. You loaded a non-arena (arena_, ph_, or vsh_) map.
2. You're missing the Prop Hunt data files. I posted new versions of those a few pages back, in with the 2.02 release I think.
Prop Hunt currently only works on arena maps, such as those starting with arena_, ph_, and vsh_.

Fixed an exploit that allowed players to unfreeze by changing classes prior to Setup starting.

Pre-Round now only covers from from when teamplay_round_start fires to when arena_round_start fires, rather than counting from the end of the round.

Respawning during Pre-Round will freeze you.

Round Over now covers from round end (or the start of the map) to Setup end of the next round. It used to cover from the end of the map instead of the start... this is an attempt to fix the freezing issue mentioned by VoiDeD earlier.

All players are frozen at the start of pre-round. RED players are unfrozen when pre-round ends. BLU players are unfrozen when pre-round ends if the map config has "freeze" "0". All players unfreeze when Setup ends (but that's how all the 2.0x versions work).

Removed ph_stripsetbonuses since said set bonuses went away.

Internal changes to how velocity is looked up... now uses GetEntProp.

Updated prophunt_config.cfg (and PHDataPack)! The changes this time around include:

Loose Cannon has been removed. Not sure how this escaped the ax before, and now it's been buffed...

Frontier Justice (normal and festive) has had its damage boosted slightly so its not a straight downgrade from the Shotgun.

Respectless Rubber Glove has had its damage removed... I don't think that worked, but I'm removing it just in case. (Seriously, who added that and why?)

Restriction on Jumper's Jeepcap removed.

What's new in 2.07:

Prop Hunt now generates a config file: cfg/sourcemod/prophunt.cfg. This is a breaking change because it means any existing setting for ph_propmenu will be ignored. Make sure to update this configuration file after it's created. I've attached a sample config file, too, if you want to edit it before putting it on (but be aware it matches my server's settings not the default)

Fixed issue where function for fixing BLU players was passed a client index when setup time started; the function expects client userids. This may fix issues where BLU players were not unfreezing correctly.

Switched function for fixing RED players to use userids to prevent errors when a player disconnects before the timer fires.

New Cvar: ph_gamedescription. Default 1. If set to 1 and SteamTools is installed on the server, it changes the game description to Prop Hunt. ph_adtext is ignored if this is set to 0.

New Optional Dependency: TF2Attributes. Required for the next two CVars.

New Cvar: ph_stripsetbonuses. Requires TF2Attributes. Defaults to 1. Strips all attributes that are set directly on players. Mainly for set attributes, such as the Milkman Scout health bonus and Attendant Pyro speed bonus, but could affect attributes set by other plugins. Has no effect on attributes set on weapons.

New Cvar: ph_preventfalldamage. Requires TF2Attributes. Defaults to 0. If set to 1, prevents all players from taking fall damage. Set to 0 by default for compatibility reasons.

What's new in 2.06 (2.05 was skipped due to version conflicts):

Fixed issue with tf_arena_round_time not being forced to 0.

What's new in 2.04:

Really fixed team_control_point master not having names on ph_devilscanyon and others.

What's new in 2.03:

Failed fix for team_control_point master not having names on ph_devilscanyon and others.

What's new in 2.0.2:

Fixed Prop Hunt automatically disabling the TF2 auto-balancer.

Explicitly hooked Prop Hunt's timer's OnSetupFinished instead of the teamplay_setup_finished event. Fixes issue where Setup time was cut short on some maps (such as ph_kakariko).

What's new since 1.93:

Plugin changes:

Prop Hunt no longer does its own balancing. You should use mp_autobalance 1 or a third-party team balancer.

ph_propmenu_flag is gone. Use the SourceMod Overrides system for "propmenu" instead, although be aware this only works if ph_propmenu is set to 0. You can also override ph_pyro and ph_switch using their respective command names.

All canteens are removed from Scouts, not just the original MvM one. They are also not removed from Pyros like they used to be.

Calling propmenu from the server console or rcon no longer causes PropHunt to stop working.

Prop offsets now work from propmenu instead of being random.

The first 30 seconds of the round now show up as Setup time. This means players can now tell when the round will start.

The game now ends at 0:00 instead of 0:01. Also, teams are not switched until right before the next round starts.

Announcer no longer tells you the point was unlocked.

The weapons list has been updated with the latest weapon changes to TF2.

PropHunt Resources Pack has new maps:

ph_cchotel_b3 - A large 3-story hotel with a few secrets. This map is low on ammo refills. Created by Beetle.

ph_hanger18_b7 - A medium-sized warehouse and surrounding areas where a radioactive UFO has crash landed. Created by combatfetus, who also did ph_cargo

ph_hilltop_a2 - A smallish (maybe medium-sized) circular-shaped map that is a building site.

ph_kakariko_b1 - A medium-large Legend of Zelda-based map. A port of the light-side of cp_kakariko to Prop Hunt. Lots of props are scattered around the maps, but prop players will still find themselves running. A lot. Which this map is very good for. Created by Beetle.

ph_manor_event_a1 - A smaller prop hunt map that is the mansion part of cp_manor_event, but a few rooms that were closed up before are now open.

ph_manorgrounds_a3 - A larger prop hunt map that is the rest of cp_manor_event, but with some newer areas. Created by luvedragon.

Powerload, can you recommend team balancer plugin for prophunt?
I don't know what balance plugin is good plugin

Well, the default TF2 balancer (mp_autobalance 1) isn't bad... it balances players between rounds as long as you have mp_teams_unbalance_limit set to 1 (which is the default).

Oh yeah, the reason we got rid of balancing is because it always had one more player on BLU than on RED and it had a nasty tendency to balance the same person every round if the teams were uneven. The default TF2 balancer allows you to have mp_teams_unbalance_limit more players on one team than on the other and prevents players who haven't joined a team from joining the team with more players.